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Custom Mercenary Unit (take 2)
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PostPosted: 15-Oct-2005 10:10    Post subject: Custom Mercenary Unit (take 2) Reply to topic Reply with quote

An early draft of my revised mercenary unit, the Guiding Light. Comments/criticism are always appreciated.

The finances/contract were worked out with a mishmash of the systems in both the Mercenary's Handbook and Field Manual: Mercenaries. I know they weren't really designed to sync up, but I think the results are better than the sum of the parts.




Reconnaisance Detachment

Lieutenant Joan “Prowler” McGivens: PHX-1 Phoenix Hawk

Mechwarrior Terrance “Tidal Wave” Ota: JR7-D Jenner


Battle Lance

Major William “Big Bill” Anderson: ON1-K Orion

Sergeant Sutoshi “Sushi” Tarinaka: DV-6M Dervish

Mechwarrior Sean “Dancer” Polanski: CN9-A Centurion

Mechwarrior Katherine “Blaze” Douglass: OSR-2C Ostroc


Infantry

Commander: Captain Jesus Perez

Infantry Battalion (Reinforced): 343 Troops, 49 squads

Scouts: 32 Troops, 8 squads

Artillery: 28 Troops, 4 squads


Aerospace

Commander Keall “Psycho Mantis” Inmos: CSR-V12 Corsair

Pilot Rex “Ironman” Vanders: SL-15 Slayer





Standard Pay Rates

Infantry, 61 Squads, 1750/month/squad, 106750 total/month

Mechwarriors, 6 Mechs, 1000/month/mech, 6000 total/month

Pilots, 2 Fighters, 1000/month/fighter, 2000 total/month

Technicians, 40 techs, 100/month/man, 4000 total/month

Support/Administration, 30 men, 50/month/man, 1500 total/month

Maintenance, 3800 total/month

BOTTOM LINE FOR COMBAT ASSETS: 1,488,600 C-Bills/Year


Preferred Employer
House Davion

Current Contract
Employer: Planetary Governor
Length of Service: 1 Year
Start Date: 1 January, 3028
End Date: 29 December, 3028
Assignment: Retainer
Location: Bryceland, Federated Suns
Salvage Rights: Payment in Kind
Command Rights: Independent Command
Remuneration: 5%
Straight Support: 60%
Transport Compensation: 0%
Supply Fees: 15,000 C-Bills/Month
Guarantees: Advance/Completion, ComStar Intermediary
Contract Payout: 2,800,000 C-Bills






Tactics
Major Anderson prefers what some would call formulaic tactics, though they are effective nonetheless. His standard battle practice is to have Lieutenant Tarinaka and Mechwarrior Polanski lay down suppressive fire from long range, while himself and Mechwarrior Douglass move to engage closer in. He has been known to pull off some surprisingly original plans, but nobody could ever confuse him with the likes of Grayson Carlyle or Morgan Kell.

Colors
Every Guiding Light ‘mech has as stylized lantern set against a white spot at the dead center of its chest. The spot quickly fades to dark gray at the outer torso, and black on the limbs. Fighters are painted uniform yellow, a reference to the yellow bird of Japanese myth. Infantry have standard camouflage colors for the environment they are fighting in.

Dress Uniform
Officer: Officers dress in an olive drab suit, with rank epaulets on the shoulders, a unit patch on the left arm, and varying color gloves depending on the branch the officer serves in. The glove color is white for mechwarriors, gold for infantry, and purple for aerospace pilots. Boots are knee high leather, with a colored stripe down the exterior side, matching the colored gloves. Also standard is a black sash, draped over the chest from left to right, worn as a memorial of those lost in battle.

Enlisted: Enlisted men wear much the same uniform as officers, although they are issued only calf-high boots, and wear their sash from right to left.


Duty Uniform
Mechwarrior: A mechwarrior’s duty uniform varies little from pilot to pilot, usually consisting of knee-length shorts, a cooling shirt, and black gloves.

Infantry: Infantry wear camouflage suits matching the primary environment they are deployed in.

Pilot: Aerospace pilots wear an olive drab G-suit, and black gloves similar to the ones worn by Mechwarriors.





Vehicle Conditions


PILOT: William “Big Bill” Anderson
RANK: Major
STATUS: Major Anderson’s Orion is in perfect condition.

PILOT: Sutoshi “Sushi” Tarinaka
RANK: Sergeant
STATUS: Sergeant Tarinaka’s Dervish has a damaged left leg. The leg has only 11 Structure points, and 13 Armor points.

PILOT: Joan “Prowler” McGivens
RANK: Lieutenant
STATUS: Lieutenant McGivens’ Phoenix Hawk suffered a through-armor internal hit that damaged the Machine Gun ammunition bin. As a result, it can only hold 100 10-round bursts instead of the normal 200. This Phoenix Hawk also has the ECM module installed in its’ Tek Battlecom communications array.

PILOT: Sean “Dancer” Polanski
RANK: Mechwarrior
STATUS: Mechwarrior Polanski’s Centurion has had the troublesome Luxor D-Series 30mm gun mounted in its’ arm replaced with the much more reliable Pontiac 50mm gun.

PILOT:Katherine “Blaze” Douglass
RANK: Mechwarrior
STATUS: Mechwarrior Douglass’ Ostroc has a damaged gyro, adding a +1 to all Piloting Skill rolls.

PILOT:Terrance “Tidal Wave” Ota
RANK:Mechwarrior
STATUS: Mechwarrior Ota’s Jenner has lost its’ left arm. Ota had the lasers normally carried there remounted in the torso, after removing the SRM-4 and missile bin. He has also installed 3 extra heat sinks, one in each leg and in the left torso. As a result of the missing arm, any shot indicating a hit to that location is considered a miss, per the Armless rules in MaxTech.

_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


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PostPosted: 15-Oct-2005 12:28    Post subject: RE: Custom Mercenary Unit (take 2) Reply to topic Reply with quote

Much more subdued than the original

What year are you starting out in? I am guessing 3025, based on equipment. You could possibly add a couple extra mech units with out it getting to out of hand.

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PostPosted: 15-Oct-2005 12:37    Post subject: RE: Custom Mercenary Unit (take 2) Reply to topic Reply with quote

The year the document is being set in is 3028. I may do a 3050 and/or 3060+ version once I establish a history and other such fluff (hopefully with the help of you guys).

_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


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PostPosted: 15-Oct-2005 13:11    Post subject: RE: Custom Mercenary Unit (take 2) Reply to topic Reply with quote

Quote:

On 2005-10-15 10:10, Warhammer: 3025 wrote:
Aerospace

Commander Keall “Psycho Mantis” Inmos: CSR-V12 Corsair

Pilot Rex “Ironman” Vanders: SL-15 Slayer



Aerospace lances should be in matched fighters...
And thats my only gripe hehe.

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PostPosted: 16-Oct-2005 11:16    Post subject: RE: Custom Mercenary Unit (take 2) Reply to topic Reply with quote

Here's the second draft of my unit (well, the second draft of the second draft...)






Guiding Light: Steak Without Sizzle

Reconnaisance Detachment

Lieutenant Joan “Prowler” McGivens: PHX-1 Phoenix Hawk

Mechwarrior Terrance “Tidal Wave” Ota: JR7-D Jenner


Battle Lance

Major William “Big Bill” Anderson: ON1-K Orion

Sergeant Sutoshi “Sushi” Tarinaka: DV-6M Dervish

Mechwarrior Sean “Dancer” Polanski: CN9-A Centurion

Mechwarrior Katherine “Blaze” Douglass: OSR-2C Ostroc


Infantry

Commander: Captain Jesus Perez

Infantry Battalion (Reinforced): 343 Troops, 49 squads

Scouts: 32 Troops, 8 squads

Artillery: 28 Troops, 4 squads


Aerospace

Commander Keall “Psycho Mantis” Inmos: CSR-V12 Corsair

Pilot Rex “Ironman” Vanders: SL-15 Slayer



Standard Pay Rates

Infantry, 61 Squads, 1750/month/squad, 106750 total/month

Mechwarriors, 6 Mechs, 1000/month/mech, 6000 total/month

Pilots, 2 Fighters, 1000/month/fighter, 2000 total/month

Technicians, 40 techs, 200/month/man, 8000 total/month

Support/Administration, 30 men, 100/month/man, 3000 total/month

Maintenance, 3800 total/month

BOTTOM LINE FOR COMBAT ASSETS: 1,554,600 C-Bills/Year


Preferred Employer
House Davion

Current Contract
Employer: Planetary Governor
Length of Service: 1 Year
Start Date: 1 January, 3028
End Date: 29 December, 3028
Assignment: Retainer
Location: Bryceland, Federated Suns
Salvage Rights: Payment in Kind
Command Rights: Independent Command
Remuneration: 5%
Straight Support: 60%
Transport Compensation: 0%
Supply Fees: 15,000 C-Bills/Month
Guarantees: Advance/Completion, ComStar Intermediary
Contract Payout: 1,800,000 C-Bills




History
The Guiding Light as it is today is what is left of the mercenary battalion Donaldson’s Dragons. The leader of the Dragons, Oswald Donaldson, had inherited command from his father Luis Donaldson, the founder of the unit. Put simply, Oswald was a rank amatuer, unsuited for the responsibilities of command. After a series of disasters on both the field of battle and the field of business, the Dragons found themselves and several other mercenary commands in similar straits on the planet Sabik, spearheading a Lyran assault that never came. During the resulting nightmare, in which over 80% of the unit’s listed combat and support assets were recorded as destroyed, captured, or missing, the headquarters company for the entire expeditionary force, which included the Dragon’s command lance, was annihilated in a flanking sweep by the Kuritan defenders. The highest-ranking officer left in the organization was then-Lieutenant William Anderson, who rallied the remaining troops as best he could to try and get to the dropships, nearby and also under enemy attack. After fighting his way through the swarms of Kuritan vehicles and infantry surrounding the dropships, Anderson and the rest of the Dragons then had to spend a grueling half-hour under siege while waiting for the ancient ship’s engines to power up.
When the Dragons finally returned to base, they were broken, exhausted, and ready to disband. It was only a rousing speech by Master Sergeant Jesus Perez, one of the oldest members of the unit, that convinced those that remained to stay and rebuild. Eventually, after a lengthy (and ultimately successful) legal battle over liability and compensation with the Lyran mercenary command, the decision was reached to pack up and seek opportunities with another power.

Tactics
Major Anderson prefers what some would call formulaic tactics, though they are effective nonetheless. His standard battle practice is to have Lieutenant Tarinaka and Mechwarrior Polanski lay down suppressive fire from long range, while himself and Mechwarrior Douglass move to engage closer in. He has been known to pull off some surprisingly original plans, but nobody could ever confuse him with the likes of Grayson Carlyle or Morgan Kell.

Available Forces and Organization
The current TO&E for the Guiding Light lists the unit as having a reinforced battlemech lance, along with a 4-company foot infantry battalion and an aerospace lance. The infantry battalion has attached to it two scout platoons, along with a platoon of towed Sniper artillery (4 guns).

Technical Support
Every vehicle in the unit is well cared for, with each having one tech and two astechs assigned to it full-time. The infantry’s equipment is equally well-maintained thanks to the armorers and fabricators (bullet-makers, machine-smiths, etc) the unit permanently employs.

Transportation
The unit maintains two dropships for its’ own use, but often leases them out to other commands when the unit is on extended deployment on-planet. An old Condor, the Ida’s Rift, carries the infantry and other support personnel/equipment, while the rest of the combat forces are loaded into the Forgotten Ranger, a Union-class ship.

Colors
Every Guiding Light ‘mech has as stylized lantern set against a white spot at the dead center of its chest. The spot quickly fades to dark gray at the outer torso, and black on the limbs. Fighters are painted uniform yellow, a reference to the yellow bird of Japanese myth. Infantry have standard Flecktarn-style camouflage colors for the environment they are fighting in.


Dress Uniform
Officer: Officers dress in an olive drab suit, with rank epaulets on the shoulders, a unit patch on the left arm, and varying color gloves depending on the branch the officer serves in. The glove color is white for mechwarriors, gold for infantry, and purple for aerospace pilots. Boots are knee high leather, with a colored stripe down the exterior side, matching the colored gloves. Also standard is a black sash, draped over the chest from left to right, worn as a memorial of those lost in battle.

Enlisted: Enlisted men wear much the same uniform as officers, although they are issued only calf-high boots, and wear their sash from right to left.


Duty Uniform
Mechwarrior: A mechwarrior’s duty uniform varies little from pilot to pilot, usually consisting of knee-length shorts, a cooling shirt, and black gloves.

Infantry: Infantry wear camouflage suits matching the primary environment they are deployed in.

Pilot: Aerospace pilots wear an olive drab G-suit, and black gloves similar to the ones worn by Mechwarriors.


Vehicle Conditions
PILOT: William “Big Bill” Anderson
RANK: Major
STATUS: Major Anderson’s Orion is in perfect condition.

PILOT: Sutoshi “Sushi” Tarinaka
RANK: Sergeant
STATUS: Sergeant Tarinaka’s Dervish has a damaged left leg. The leg has only 11 Structure points, and 13 Armor points.

PILOT: Joan “Prowler” McGivens
RANK: Lieutenant
STATUS: Lieutenant McGivens’ Phoenix Hawk suffered a through-armor internal hit that damaged the Machine Gun ammunition bin. As a result, it can only hold 100 10-round bursts instead of the normal 200. This Phoenix Hawk also has the ECM module installed in its’ Tek Battlecom communications array.

PILOT: Sean “Dancer” Polanski
RANK: Mechwarrior
STATUS: Mechwarrior Polanski’s Centurion has had the troublesome Luxor D-Series 30mm gun mounted in its’ arm replaced with the much more reliable Pontiac 50mm gun.

PILOT:Katherine “Blaze” Douglass
RANK: Mechwarrior
STATUS: Mechwarrior Douglass’ Ostroc has a damaged gyro, adding a +1 to all Piloting Skill rolls.

PILOT:Terrance “Tidal Wave” Ota
RANK:Mechwarrior
STATUS: Mechwarrior Ota’s Jenner has lost its’ left arm. Ota had the lasers normally carried there remounted in the torso, after removing the SRM-4 and missile bin. He has also installed 3 extra heat sinks, one in each leg and in the left torso. As a result of the missing arm, any shot indicating a hit to that location is considered a miss, per the Armless rules in MaxTech.


[ This Message was edited by: Warhammer: 3025 on 2005-10-17 18:06 ]
_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


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PostPosted: 16-Oct-2005 18:02    Post subject: RE: Custom Mercenary Unit (take 2) Reply to topic Reply with quote

Quote:

On 2005-10-15 13:11, ralgith wrote:
Quote:

On 2005-10-15 10:10, Warhammer: 3025 wrote:
Aerospace

Commander Keall “Psycho Mantis” Inmos: CSR-V12 Corsair

Pilot Rex “Ironman” Vanders: SL-15 Slayer



Aerospace lances should be in matched fighters...
And thats my only gripe hehe.



Perhaps if you're in a House unit or a large, well-established mercenary unit you can afford such luxuries as selecting the machines you work with. I rolled random for a Kuritan and a Davion fighter, and those are what turned up. They also happen to be the hallmarks of their respective houses.

_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


Ya Rl'yeh!
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PostPosted: 17-Oct-2005 18:12    Post subject: RE: Custom Mercenary Unit (take 2) Reply to topic Reply with quote

3058 update. The unit is still less than a company strong, but has also beefed up the infantry contingent.


EDIT: Changed the vehicle damage. Curse you, Motown!



Guiding Light: Steak Without Sizzle

Reconnaisance Lance
Lieutenant Commander Joan “Prowler” McGivens: PHX-1 Phoenix Hawk

Mechwarrior Terrance “Tidal Wave” Ota: JR7-D Jenner


Battle Lance
Colonel William “Big Bill” Anderson: ON1-K Orion

Sergeant Katherine “Blaze” Douglass: OSR-2C Ostroc

Mechwarrior Sean “Dancer” Polanski: CN9-A Centurion

Mechwarrior Jeremy “Rooster” Crowe: TDR-5S Thunderbolt


Fire Lance
Lieutenant Sutoshi “Sushi” Tarinaka: DV-6M Dervish

Mechwarrior Bernard “Smiley” Goodman: TBT-5N Trebuchet

Mechwarrior Zekhim “Wind” Al-Azred: CRD-3R Crusader

Mechwarrior Alan “Vortex” Whirl: PNT-9R Panther


Infantry
Commander: Major Jesus Perez

Infantry Battalion (Reinforced): 424 Troops, 53 squads

Scouts: 48 Troops, 12 squads

Artillery: 70 Troops, 10 squads


Aerospace
Commander Keall “Psycho Mantis” Inmos: CSR-V12 Corsair

Pilot Rex “Ironman” Vanders: SL-15 Slayer

Piotr “Deadeye” Mikelovich: F-90 Stingray

Alexi “Cutter” Mikelovich: HCT-213B Hellcat



Standard Pay Rates
Infantry, 75 Squads, 2000/month/squad, 150000 total/month

Mechwarriors, 10 Mechs, 1000/month/mech, 10000 total/month

Pilots, 4 Fighters, 1000/month/fighter, 4000 total/month

Technicians, 62 techs, 200/month/man, 12400 total/month

Support/Administration, 50 men, 100/month/man, 5000 total/month

Maintenance, 7400 total/month

BOTTOM LINE FOR COMBAT ASSETS: 2,265,600 C-Bills/Year


Preferred Employer
House Davion

Current Contract
Employer: Federated Commonwealth
Length of Service: 1 Year
Start Date: 1 January, 3058
End Date: 29 December, 3058
Assignment: Retainer, specific tasks to be negotiated later
Location: Dobson, Federated Suns
Salvage Rights: Payment in Kind
Command Rights: Independent Command
Remuneration: 5%
Straight Support: 30%
Transport Compensation: 0%
Supply Fees: 28,000 C-Bills/Month
Guarantees: Advance/Completion, MRBC Intermediary
Contract Payout: 2,500,000 C-Bills



General Information

Dragoon Rating
The unit has a Dragoon Rating of B, with 88 Points.

History
The Guiding Light as it is today is what is left of the mercenary battalion Donaldson’s Dragons. The leader of the Dragons, Oswald Donaldson, had inherited command from his father Luis Donaldson, the founder of the unit. Put simply, Oswald was a rank amatuer, unsuited for the responsibilities of command. After a series of disasters on both the field of battle and the field of business, the Dragons found themselves and several other mercenary commands in similar straits on the planet Sabik, spearheading a Lyran assault that never came. During the resulting nightmare, in which over 80% of the unit’s listed combat and support assets were recorded as destroyed, captured, or missing, the headquarters company for the entire expeditionary force, which included the Dragon’s command lance, was annihilated in a flanking sweep by the Kuritan defenders. The highest-ranking officer left in the organization was then-Lieutenant William Anderson, who rallied the remaining troops as best he could to try and get to the dropships, nearby and also under enemy attack. After fighting his way through the swarms of Kuritan vehicles and infantry surrounding the dropships, Anderson and the rest of the Dragons then had to spend a grueling half-hour under siege while waiting for the ancient ship’s engines to power up.
When the Dragons finally returned to base, they were broken, exhausted, and ready to disband. It was only a rousing speech by Master Sergeant Jesus Perez, one of the oldest members of the unit, that convinced those that remained to stay and rebuild. Eventually, after a lengthy (and ultimately successful) legal battle over liability and compensation with the Lyran mercenary command, the decision was reached to pack up and seek opportunities with another power. In the years since then, fate has been relatively kind to the men and women of the newly-christened Guiding Light, and the unit has prospered and expanded.

Tactics
Colonel Anderson’s tactics have changed little since the unit’s conception, although he now has a larger force to execute his plan with. Standard battle order for the Guiding Light is for the Fire lance to hang back and provide covering fire while Battle Lance moves in for close engagement. The Reconnaisance detachment is often sent out as a flanking force, harrassing and disorganizing the enemy.

Available Forces and Organization
The current TO&E for the Guiding Light lists the unit as having an understrength battlemech company, along with a 4-company foot infantry battalion and an aerospace lance. The infantry battalion has attached to it three scout platoons, along with two reinforced platoons of towed Sniper and Thumper artillery (4 snipers, 6 Thumpers). The infantry battalion is unique, as it has been reorganized with 8-man squads.

Technical Support
Every vehicle in the unit is well cared for, with each having one tech and two astechs assigned to it full-time. The infantry’s equipment is equally well-maintained thanks to the armorers and fabricators (bullet-makers, machine-smiths, etc) the unit permanently employs.

Transportation
The unit maintains three dropships for its’ own use, but often leases them out to other commands when the unit is on extended deployment on-planet. An old Condor, the Ida’s Rift, carries the majority of the infantry, and a converted Leopard, the Chimera Queen, carries the rest along with the unit’s support personnel. The rest of the combat forces are loaded into the Forgotten Ranger, a Union-class ship.

Colors
Every Guiding Light ‘mech has as stylized lantern set against a white spot at the dead center of its chest. The spot quickly fades to dark gray at the outer torso, and black on the limbs. Fighters are painted uniform yellow, a reference to the yellow bird of Japanese myth. Infantry have standard Flecktarn-style camouflage colors for the environment they are fighting in.


Dress Uniform
Officer: Officers dress in an olive drab suit, with rank epaulets on the shoulders, a unit patch on the left arm, and varying color gloves depending on the branch the officer serves in. The glove color is white for mechwarriors, gold for infantry, and purple for aerospace pilots. Boots are knee high leather, with a colored stripe down the exterior side, matching the colored gloves. Also standard is a black sash, draped over the chest from left to right, worn as a memorial of those lost in battle.

Enlisted: Enlisted men wear much the same uniform as officers, although they are issued only calf-high boots, and wear their sash from right to left.


Duty Uniform
Mechwarrior: A mechwarrior’s duty uniform varies little from pilot to pilot, usually consisting of knee-length shorts, a cooling shirt, and black gloves.

Infantry: Infantry wear camouflage suits matching the primary environment they are deployed in.

Pilot: Aerospace pilots wear an olive drab G-suit, and black gloves similar to the ones worn by Mechwarriors.


Vehicle Conditions
PILOT: William “Big Bill” Anderson
RANK: Major
SKILL: 3 Piloting, 3 Gunnery
STATUS: Major Anderson’s Orion is in perfect condition.

PILOT: Sutoshi “Sushi” Tarinaka
RANK: Sergeant
SKILL: 3 Piloting, 3 Gunnery
STATUS: Sergeant Tarinaka’s Dervish has a damaged engine. All movement generates one extra point of heat.

PILOT: Joan “Prowler” McGivens
RANK: Lieutenant
SKILL: 2 Piloting, 4 Gunnery
STATUS: Lieutenant McGivens replaced the machine guns on his ‘mech with a flamer on the right arm and replaced the ammo bin with a heat sink. This Phoenix Hawk also has the ECM module installed in its’ Tek Battlecom communications array.

PILOT: Sean “Dancer” Polanski
RANK: Mechwarrior
SKILL: 2 Piloting, 3 Gunnery
STATUS: Mechwarrior Polanski’s Centurion has had the troublesome Luxor D-Series 30mm gun mounted in its’ arm replaced with the much more reliable Pontiac 50mm gun.

PILOT:Katherine “Blaze” Douglass
RANK: Mechwarrior
SKILL: 3 Piloting, 4 Gunnery
STATUS: Mechwarrior Douglass’ Ostroc has a damaged gyro, adding a +1 to all Piloting Skill rolls.

PILOT:Terrance “Tidal Wave” Ota
RANK:Mechwarrior
SKILL: 3 Piloting, 3 Gunnery
STATUS: Mechwarrior Ota’s Jenner has lost its’ left arm. Ota had the lasers normally carried there remounted in the torso, after removing the SRM-4 and missile bin. He has also installed 3 extra heat sinks, one in each leg and in the left torso. As a result of the missing arm, any shot indicating a hit to that location is considered a miss, per the Armless rules in MaxTech. Though Ota has had several chances to replace his ‘mechs arm, he has opted to keep it in this condition, often surprising enemies who assume the missing arm equates to a combat-inefficient machine.

PILOT: Bernard “Smiley” Goodman
RANK: Mechwarrior
SKILL: 2 Piloting, 3 Gunnery
STATUS: Mechwarrior Goodman’s Trebuchet has a damaged actuator in the right leg. Its’ maximum run speed is reduced to 75.6 kph (7 MP).

PILOT:Zekhim “Wind” Al-Azred
RANK: Mechwarrior
SKILL: 1 Piloting, 4 Gunnery
STATUS: Mechwarrior Al-Azred’s Crusader has a faulty fire-control circuit. As a result, the Harpoon missile launcher in the left leg is inoperable.

PILOT:Alan “Vortex” Whirl
RANK:Mechwarrior
SKILL: 4 Piloting, 2 Gunnery
STATUS: Mechwarrior Whirl’s Panther is in perfect condition.

PILOT:Jeremy “Rooster” Crowe
RANK: Mechwarrior
SKILL: 3 Piloting, 1 Gunnery
STATUS: Mechwarrior Crowe’s Thunderbolt is in perfect condition.


[ This Message was edited by: Warhammer: 3025 on 2005-10-17 19:58 ]
_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


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PostPosted: 17-Oct-2005 19:14    Post subject: RE: Custom Mercenary Unit (take 2) Reply to topic Reply with quote

Amazing the mechs that have damage in 3028 have not had the damage repaired 30 years later! Fire those techs.

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PostPosted: 17-Oct-2005 19:48    Post subject: RE: Custom Mercenary Unit (take 2) Reply to topic Reply with quote

What can I say? I was too lazy to make up new damage.

Curse you for holding me to some kind of standard!

_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


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Captain, AFFC (Ret.)


Joined: 29-Jan-2005 00:00
Posts: 1856

PostPosted: 19-Oct-2005 13:51    Post subject: RE: Custom Mercenary Unit (take 2) Reply to topic Reply with quote

Anybody else have any critiques?

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Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


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Warhammer: 3025
Freelance
Captain, AFFC (Ret.)
Captain, AFFC (Ret.)


Joined: 29-Jan-2005 00:00
Posts: 1856

PostPosted: 19-Oct-2005 18:31    Post subject: RE: Custom Mercenary Unit (take 2) Reply to topic Reply with quote

Since it is the largest part of the unit, I have expanded upon the infantry forces.



Typical Foot Infantry Squad
Squad Leader
Rifleman
Rifleman
Rifleman
Marksman
Medic
Gunner
Loader

Typical Scout Squad
Squad Leader
Medic
Radioman
Marksman

Typical Artillery Squad
Squad Leader
Support
Support
Support
Support
Support
Support


Typical Scout
Clothing – Helmet w/Military Communicator, Ablative/Flak Vest, Fatigues, Rucksack + Packframe
Primary Weapon – Automatic Rifle w/IR Scope (Marksman has Intek Laser Rifle w/Rangefinder Scope)
Secondary Weapon – VLAW
Sidearm – Needler Pistol
Grenades – Frag Grenade x4 (Squad Leader has two additional colored Smoke Grenades)
Misc – Advanced Field Kit, Personal Medkit (Medic carries Advanced Medical Kit), Field Communicator (Radioman only), Climbing/Rappelling Kit, Electronic Compass, Rangefinder Binoculars, Night-Vision Goggles (helmet-mounted), Bayonet (Marksman carries Combat Knife)

Typical Foot Infantry
Clothing – Helmet w/Military Communicator, Ablative/Flak Suit, Fatigues, Rucksack
Primary Weapon – Laser Rifle (Marksman has same w/Telescopic Sight)
Secondary Weapon – LAW (Gunner does not carry a secondary weapon)
Sidearm – Auto Pistol
Support Weapon – Medium Recoilless Rifle (Gunner only)
Grenades – Frag Grenade x4 (Squad Leader has two additional colored Smoke Grenades)
Misc – Basic Field Kit, Personal Medkit (Medic carries Advanced Medical Kit), Electronic Compass, Binoculars, Night-Vision Goggles (helmet-mounted), Combat Knife

Typical Support Infantry
Clothing – Helmet w/Military Communicator, Ablative/Flak Vest, Fatigues
Primary Weapon – Rugan Sub-Machine Gun
Sidearm – Auto Pistol
Misc – Basic Field Kit, Personal Medkit, Electronic Compass, Binoculars, Combat Knife




Foot Infantry Platoon
Armor/trooper – 2 (64 total)
Troopers – 32 men
Primary Platoon Weapon (Damage) – Laser Rifle (8)
Squad Support Weapon (Damage) – Medium Recoilless Rifle (12)
Disposable Weapon (Damage) – LAW (15)
Movement Points: 1
Battle Value: 108

_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


Ya Rl'yeh!
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Motown Scrapper
Clan Ice Hellions
Galaxy Commander
Galaxy Commander


Joined: 24-Jul-2003 00:00
Posts: 2074
Location: United States
PostPosted: 19-Oct-2005 20:30    Post subject: RE: Custom Mercenary Unit (take 2) Reply to topic Reply with quote

Quote:

On 2005-10-17 19:48, Warhammer: 3025 wrote:
What can I say? I was too lazy to make up new damage.

Curse you for holding me to some kind of standard!

Hey it is a dirty job but SOMEBODY has to do it.

so FIX it!

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Still crazy after all these years
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Warhammer: 3025
Freelance
Captain, AFFC (Ret.)
Captain, AFFC (Ret.)


Joined: 29-Jan-2005 00:00
Posts: 1856

PostPosted: 19-Oct-2005 21:11    Post subject: RE: Custom Mercenary Unit (take 2) Reply to topic Reply with quote

Already did.

Look at the post again.

_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


Ya Rl'yeh!
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